Deckfall by Snowdrama
Deckfall
You're a warrior who's descending the Stairwell of Echoes, a cursed dungeon buried beneath the ruins of a once-mighty kingdom in order to obtain your prize: An elixir straight from the depths of the underworld, one that can bring someone back from the dead, the Exixir of Life. Not for yourself but to save a deceased beloved pet who was killed by your enemies.
Manage your deck, and find new cards in the dungeon in order craft a deck to defeat the enemies and descend to the bottom of the Stairwell of Echoes!

Controls
WASD - Move Mouse - Aim Mouse Click - Use Ability QERF - Choose Card Scroll Wheel - Next/Previous Card
Thanks for playing
@snowdrama - Programming
@rot-god - Music
| Link | https://snowdrama.itch.io/deckfall |
| Link | https://snowdrama.itch.io/deckfall |
| Original URL | https://ldjam.com/events/ludum-dare/57/deckfall |
Ratings
| Overall | 632th | 3.275⭐ | 22🧑⚖️ |
| Fun | 637th | 3.075⭐ | 22🧑⚖️ |
| Innovation | 448th | 3.225⭐ | 22🧑⚖️ |
| Theme | 722th | 3.025⭐ | 22🧑⚖️ |
| Audio | 474th | 3.025⭐ | 22🧑⚖️ |
| Mood | 705th | 3.075⭐ | 22🧑⚖️ |
| Given | 32🗳️ | 18🗨️ |
@clymm Yeah I considered a bigger hand but I went with 4 because the game can also technically be played with gamepad, and so the cards are selected with ABXY, if I axe the ABXY selection maybe in favor for using the shoulder buttons to select cards? The main reason I don't mention gamepad support this time around for the game is that card management at the end of the dungeon and loot selections are not supported by gamepad due to running out of time, so only normal gameplay is playable with gamepad
@penguinmunch Did you play the Windows version? I haven't updated the Windows version but I released a patch earlier today for the WebGL (based on the time of your post it was released very close to when you commented) version that fixes the deck management screen issue, as well as an attempt to fix the spawning in wall problem lol. I'll be updating the Windows version soon I was just very tired after a 13 hour stream haha
Edit: The windows version has been fixed, @penguinmunch can you double check you're not running into the deck manager issue anymore?
@mdsalomon The QERF controls came from mimicking the ability keys from Risk of Rain 2, I personally struggle with using 1234 in games with WASD controls(for example I only use scroll wheel to select things from the bar in Minecraft, and don't like the game Smite for this reason even though I like most other MOBAs) eventually though It's why I implemented the scroll wheel to select cards as an alternative to the keybinds, they keybinds are there as a vestige of when I had ABXY for gamepad input(which is still in the game, but I don't mention it because card management currently can't be done with the gamepad)
The game initially wasn't going to have any shuffles, and you'd game over if you ran out of cards. At the end of each floor the deck would get reshuffled so you essentially had a fixed number of abilities per floor.
The shuffle was eventually added to make running out of cards less punishing but the idea was that when you shuffled, it would take some fixed amount of your deck size and remove it(so if you had 20 cards in the discard, you'd have some amount, say 18, of them randomly shuffled back, then 16, 14, 12 etc.) I removed the decreasing reshuffle because it wasn't obvious what was happening and why your deck was shrinking without some kind of animation which I didn't have time to implement.
There was also the idea that you could when adding or managing your deck you could intentionally move cards to your "Side Deck" and then when you ran out of cards you could use those as a backup life, or lose and use the Side Deck as your starter deck in your next run, turning it into a risk reward, where you risk not using powerful cards and stuff cards into the side deck so that your next run power is really high! Also turning into a slight form of meta progression.
I'd like to go back and try a version where you don't reshuffle at all, and maybe letting the player start with more cards to compensate, or as mentioned make it a resource rather than the diminishing reshuffle but we'll see what happens haha, I'm hoping the game scores well, if it does I'll consider pausing my main project and at least adding more content and polishing up the sounds and music and putting it on Steam
Edit: Dang I didn't realize I wrote a novel until re-reading it haha!
With the way it currently works, you don't really have to care about what card you have selected, & can just repeatedly left click towards whatever you're attacking until the appropriate card is pulled. I guess this'd become less of an issue the more cards there are?
I saw that in your last comment you talked about ideas around reshuffling & difficulties with it; I think it's 100% worth revisiting a no-reshuffle version & looking for mechanics that can work with that.
Discarding would let you risk losing a card in order to get a more ideal spell without paying the mana cost. Since discarding was fairly common(due to spread of heal to attack cards) it necessitated reshuffling, since you'd go through cards faster due to discarding.
I have some ideas of how to make the no-reshuffle work but I'll need to do a lot of implementing and playtesting to see if I'm happy with them but not enough time during the jam for sure.
Also the best strat seems not to use any card at all and just dodge the enemies until you find the end. It would have been cool needing to defeat some spawners to reach the of le level, or something like that.
Anyway, nice game, with very interesting mechanics! :)
(P.S. I was stucked by spawning into a wall at the beginning of a level, I'm assuming that not intended? =p)

That was scrapped for time though so the mana dots mean nothing in the jam version.

I also planned to add doors and keys, where you'd need to clear a room with enemies to get a key, but I did not have a good way to prevent the keys from being inaccessible to the player, for example making sure there was always at least one room that dropped a key before the player would need it to open a door. The dungeon generator just made rooms and connected them, so I'd need to have done some extra logic traversing the level and placing keys which I didn't have time for.
Likely what you're seeing with the increase in cards in the deck management takes your discard and shuffles it back into your deck, so you're not gaining cards, you're seeing the deck count update as the deck manager takes all the cards from the discard and deck and then takes them out and sticks them in your deck, so if you had 10 cards in the discard and 11 in the deck, and 4 in the hand, a total of 25 cards, removing a card would remove all cards from the discard and deck and then put them back in your deck, so you'd now see it go from 11 to 24 cards. There is a bug in the deck managing screen related to it not putting the cards in your hand back in the deck leading to it duplicating the hand cards, so there's that too.
And as for the getting stuck in the wall I have been trying to figure out why that happens every so often. I teleport the player to the start stairs when they load but it seems that it doesn't actually move the player if they're already stuck in the wall.
@geckoo1337 I haven't played Gauntlet in a long time but yeah I have played it! I later played the port for the Genesis along side Fatal Labyrinth are both some of my earliest dungeon crawling games.
I wish I had more time for animations, it's one of my biggest issues in jams. In past jams that I did the art for like [Hellevator](https://ldjam.com/events/ludum-dare/50/lucifloor) I spent a _LOT_ of time on animations but I'm not really an artist, so they took a really long time, the background took me most of a whole day, and the character slightly less time, but because of that the gameplay suffered for it... In this case I decided not to focus on the art, and instead focus more on gameplay and mechanics.
I think overall for the jam it was the right choice. Depending on how well the game scores I may bump it up the list in terms of games that I focus on finishing and releasing, and for that I'll definitely be adding animations.
I'm glad you liked it! Your game was a lot of fun, I definitely wanted more levels to play haha
Apart from that, there was almost no incentive for killing enemies, they don't stop you from beating the game I think. But I still had a lot of fun playing!
I've got quite a few ideas for things for the future, right now I'm adding in the mana system which will help push for more attack variety once there's more cards the goal is that you're better off casting different spells than the same spell multiple times, after that I'm going to be setting the cards to have types, like fireball having a fire element(red background card) and then doing enemy type weaknesses/resistances, weak to fire/water etc. I had initially set aside some sprites for at least 4 magic projectiles, 4 swords, 4 axes, 4 maces, each would have a different attack animation/range/shape. Axes spin around the player on cast, making them a bit harder to use for single targets but better for multiple targets, and also per hit do more damage than the sword which would be much faster easier to aim, and cost less mana for example.
And yeah the enemies were supposed to trigger doors that would lock, or spawn keys to open other doors, in the vein of Zelda games, but I didn't have time to design the code that would graph out the dungeon and place the objects and doors properly such that the player wouldn't get soft-locked. So many things I couldn't finish. I think enemies will drop Mana shards as well that will refill mana, since mana will regen slowly, it may be beneficial to kill 1 enemy with an earth spell that's less effective, to get a mana shard that refills all mana types by 25% or something in order to get enough mana to cast a bigger fire spell against a harder enemy that has a weakness to fire. That sorts of things. Enemies will also eventually drop gold, and gold will let you buy cards or something... It's a WIP as mentioned XD
I've managed to reach second floor at first run but I was spawned inside a wall and get stuck forcing me to restart my run. I've managed to win the game on second run despite only clearing two floors.
IMO this game needs more depths, in cards type, enemies and dungeons to be good.
I like the card mechanic but I recommend to setup some random negative ones that you have to trigger to release your deck, but you have to be strategic about it.
I also recommend setting different cave noises at random pitches on a random time (frequency) to add more to the mood.
* -1 fire Mana for the rest of this floor
* Water mana recharges 10% slower for 10 minutes
That's a good idea for sure! Unfortunately like everything else, the whole card/deck animation stuff took SO LONG that so many other things got cut, the sound effects that made it into the game were added in basically the last hour, in fact it was so close that the code for the sounds that made it into the game has options for that same kind of pitch variation code in it, but adding it would have meant working after the clock ended haha. That's how close some of these features were cutting it haha